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This spell is a necromancer's version of charm monster. By means of this spell, the wizard can bring one or more undead monsters of Hit Dice equal to or less than his level under his influence.

A mindless undead such as a common zombie or skeleton equal in number to the caster's level is affected without a saving throw and will serve until the charm is countered or until it is destroyed.

A single undead creature of at least semi - intel­ligence (Intelligence of 2 or more) can be affected. The undead creature receives a saving throw vs. spell to negate the effect, but an undead of half the caster's Hit Dice or less suffers a - 3 penalty to its saving throw.

The affected undead regards the wizard as its lord and master, whose edicts are to be obeyed without hesitation. The charmed creature fol­lows all but the most outrageous or self - destructive orders. If communication is not possible, the creature does not harm the caster and stands waiting for instructions (although it will defend itself if attacked). Any overtly hos­tile act by the caster breaks the spell. Affected creatures eventually escape the spell's influ­ence; the chance to do so varies with the crea­ture's Hit Dice (see table).

Undead Hit Dice % Chance/Week
Up to 2HD 5%
3 to 4HD 10%
5HD 15%
6HD 25%
7HD 35%
8HD 45%
9HD 60%
10 to 11HD 75%
12+HD 90%

The DM should secretly determine the exact time or day of the subject's escape from the spell's influence. Powerful undead will usually (75% chance) seek to attack the wizard when the spell ends.

Notes: Restricted to necromancers; uncommon.

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